using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;
using TicTacToe.GamePlay;
using TicTacToe.GS;

namespace TicTacToe
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class TicTacToeGame : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        IGameState gameState;

        bool isTouching;

        public TicTacToeGame()
        {
            // Init graphics device
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // Hardcode: Set screen size
            graphics.PreferredBackBufferWidth = (int)Size480x800.Width;
            graphics.PreferredBackBufferHeight = (int)Size480x800.Height;

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            isTouching = false;

            gameState = GSMainMenu.GetInstance();
            gameState.SetGameMain(this);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // Load game content
            gameState.Init();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                // Go back to previous game screen
                gameState.GoBack();
            }
            else if (GamePad.GetState(PlayerIndex.One).Buttons.Start == ButtonState.Pressed)
            {
                // Allows the game to exit
                this.Exit();
            }

            // Init content
            if (!gameState.IsInit())
                gameState.Init();

            TouchCollection touches = TouchPanel.GetState();
            if (!isTouching && touches.Count > 0)
            {
                isTouching = true;
                TouchLocation touch = touches.First();
                gameState.HandleTouch(touch);
            }
            else if (touches.Count == 0)
            {
                isTouching = false;
            }

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // Init content
            if (!gameState.IsInit())
                gameState.Init();

            spriteBatch.Begin();
            {
                gameState.Draw(spriteBatch, Color.White);
            }
            spriteBatch.End();

            base.Draw(gameTime);
        }

        public void SetGameState(IGameState gs)
        {
            gs.SetPreviousState(gameState);
            gameState = gs;
            gameState.SetGameMain(this);
        }
    }
}
